Human-Computer Interaction - INTERACT 2017 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part II /

The four-volume set LNCS 10513—10516 constitutes the proceedings of the 16th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2017, held in Mumbai, India, in September 2017. The total of 68 papers presented in these books was carefully reviewed and selected from 221 submis...

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Corporate Author: SpringerLink (Online service)
Other Authors: Bernhaupt, Regina. (Editor, http://id.loc.gov/vocabulary/relators/edt), Dalvi, Girish. (Editor, http://id.loc.gov/vocabulary/relators/edt), Joshi, Anirudha. (Editor, http://id.loc.gov/vocabulary/relators/edt), K. Balkrishan, Devanuj. (Editor, http://id.loc.gov/vocabulary/relators/edt), O'Neill, Jacki. (Editor, http://id.loc.gov/vocabulary/relators/edt), Winckler, Marco. (Editor, http://id.loc.gov/vocabulary/relators/edt)
Language:English
Published: Cham : Springer International Publishing : Imprint: Springer, 2017.
Edition:1st ed. 2017.
Series:Information Systems and Applications, incl. Internet/Web, and HCI ; 10514
Subjects:
Online Access:https://doi.org/10.1007/978-3-319-67684-5
Table of Contents:
  • Digital inclusion
  • Contextualizing ICT based Vocational Education for Rural Communities: Addressing Ethnographic Issues and Assessing Design Principles
  • Enhancing Access to eLearning for People with Intellectual Disability: Integrating Usability with Learning
  • Identifying support opportunities for foreign students: Disentangling language and non-language problems among a unique population
  • PersonaBrowser Status Quo and Lessons learned from a Persona-Based Presentation Metaphor of WCAG
  • Women in Crisis Situations: Empowering and Supporting Women through ICTs
  • Games
  • Effects of Image-Based Rendering and Reconstruction on Game Developers Efficiency, Game Performance, and Gaming Experience
  • Exploring In-the-Wild Game-based Gesture Data Collection
  • From Objective to Subjective Difficulty Evaluation in Video Games
  • Improved Memory Elicitation in Virtual Reality: New Experimental Results and Insights
  • Practice in Reality for Virtual Reality Games: Making Players Familiar and Confident with a Game
  • Human perception, cognition and behaviour
  • I Smell Creativity: Exploring the Effects of Olfactory and Auditory Cues to Support Creative Writing Tasks
  • Night Mode, Dark Thoughts: Background Color Influences the Perceived Sentiment of Chat Messages
  • Subjective usability, mental workload assessments and their impact on objective human performance
  • What is user’s perception of Naturalness? An Exploration of Natural User Experience
  • Information on demand, on the move, and gesture interaction
  • Presenting Information on the Driver's Demand on a Head-Up Display
  • Seeing Through the Eyes of Heavy Vehicle Operators
  • TrackLine: Refining touch-to-track Interaction for Camera Motion Control on Mobile Devices
  • Understanding Gesture Articulations Variability
  • Watching Your Back While Riding Your Bike: Designing for Preventive Self-Care During Motorbike Commuting
  • Interaction at the workplace
  • FeetForward: on Blending New Classroom Technologies into Secondary School Teachers’ Routines
  • Human-Building Interaction: When the machine becomes a building
  • Investigating Wearable Technology for Fatigue Identification in the Workplace
  • Leveraging Conversational Systems to assists New Hires during Onboarding
  • RemindMe: Plugging a Reminder Manager into Email for Enhancing Workplace Responsiveness
  • The Cost of Improved Overview: An analysis of the Use of Electronic Whiteboards in Emergency Departments
  • Interaction with children
  • An interactive elementary tutoring system for oral health education using an augmented approach
  • Empowered and Informed: Participation of Children in HCI
  • Gaze Awareness in Agent-Based Early-Childhood Learning Application
  • Puffy: a Mobile Inflatable Interactive Companion for Children with Neurodevelopmental Disorder.